
Originally Posted by
General Sherman
So our options are battles that last 10 mins at most, or 2- 6 hours, with no middle ground? I'm sorry thats a pile of bullplop. The options for battle max lengths in previous TW titles were increments of 20, 40, and 60 minutes. A maximum one hour cap doesn't seem too ridiculous. Right now in rome2 any cap more than 20 minutes is just over kill, as I can't see it taking that long for even 2 fully stacked armies per side to annihilate each other (maybe in a siege with walls in the way).
There are plenty of "action" oriented RTS's that are built around quick non-stop activity, Starcraft being the best example. Total War battles haven't been about that style of gameplay in the past. Its only with Shogun2 that we have started to see features like cooldown abilities being given to base line units.
As OP pointed out too many special ability buttons distract from using things like army formation, maneuvering, and terrain deciding battles. And saying there were abilities in previous titles doesn't address the issue, none of them were as powerful as what we have in Rome2. Its mostly the abilities with cool-downs that are causing the problems. They bring in too much single unit micro managing into the game. These types of abilities should only be given to the generals, not the mainstay units (the whip ability, frenzy, "quick reload" etc . . .) Stuff like wedge formation, testudo, shieldwall, are all fine.
And the "lol I'm going to sit on a mountain" gameplay is great. You see its better when the players use the game's base mechanics to force each other to play a certain way, rather than gamey arbitrary mechanics "forcing" them to utilize a strategy or tactic that wouldn't normally make sense. CTF points make sense in sieges, town assaults.